Cube Map FBO Omni-Directional Shadow Mapping Issues

Hello,

I am trying to get omni-directional shadow mapping to work. However, I can't seem to be able to actually render anything to the cube map FBO. It always remains blank, unless I call glClear (I can change the colors).
I checked this both be rendering a cube map face to the screen and by using gDEBugger.
I am quite certain that the matrices are set up properly.

Thanks for the reply!
I switched from using color buffers to depth buffers only. I did have the depth test enabled, and made sure that the depth mask was true. However, the cube map is still completely blank. As a result, I just get a plain unshadowed point light when running the program.

EDIT: I compiled the glut program, but it just gives me a memory access violation

EDIT: I compiled the glut program, but it just gives me a memory access violation

That's odd. I just compiled it here. You'll need to tweak the includes and replace the "&amp;"s with "&" (probably happened when we switched forum software. Here's a copy of that test prog that literally compiles as-is:

Do you call glewInit? Can you make GL calls before the call to CreateShader?

There's not a driver bug in 12.1 regarding that particular function, but I had trouble with layered rendering as well. Also, does AMD not provide a combined driver for all Radeon incarnations? I can't check the hybrid stuff, only the desktop side.

I tried removing all the "EXT" calls in the GLUT program and replacing it with normal ones, and it suddenly stopped working. I thought that the EXT stuff was only used in older OpenGL versions before these functions were part of the standard.